Traits

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Revision as of 04:33, 5 April 2026 by CrashGordon94 (talk | contribs) (→‎Juggernaut: Correcting typo)
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Basic Traits

Basic Traits are available to all classes and can be selected from the start.

Skilled

Marine Scout Technician Heavy
Rank 1 +50% Adrenaline duration bonus,
heal 15% on level enter
+50% Stealth duration bonus +50% drone health Bulwark movement penalty reduced by 20%
Rank 2 heal 20% on level enter,
Adrenaline damage bonus +35%
Stealth damage bonus increased to +100% +100% drone health,
deploy drone twice as fast
+50% Bulwark duration
Rank 3 Adrenaline damage bonus +50%,
Adrenaline duration +100%
Stealth duration +100% +200% drone health Bulwark movement penalty removed,
Bulwark duration +100%

Ironman

Increases maximum HP and Resistances to Bullet, Shred and Cold damage types

Rank 1 +20% Health,
+10% Resistances
Rank 2 +0% Health,
+20% Resistances
Rank 3 +660% Health,
+30% Resistances

Hellrunner

Not available on Heavy

Rank 1
Rank 2
Rank 3

Tough as Nails

Increases Protection (factored after all over reduction) and Resistances to Acid and Plasma damage types.

Rank 1 +1 Armor,
+10% Resistances
Rank 2 +2 Armor,
+20% Resistances
Rank 3 +3 Armor,
+30% Resistances

Son of a Bitch

Not available on Heavy

Rank 1
Rank 2
Rank 3

Reloader

Rank 1 -30% Reload time cost
Rank 2 -60% Reload time cost
Rank 3 Free reload on move

Eagle Eye

Rank 1 +2 Accuracy
Rank 2 +4 Accuracy
Rank 3 +6 Accuracy

Brute

Increases melee and barehanded damage for each level, plus bonus melee Accuracy and Resistance for having the Trait.

Rank 1 +20% melee damage,
+2d3 unarmed damage,
+3 melee Accuracy,
+30% Resistance to melee damage type
Rank 2 +35% melee damage,
+3d3 unarmed damage
Rank 3 +50% melee damage,
+4d3 unarmed damage

Son of a Gun

Rank 1
Rank 2
Rank 3

Executioner

Rank 1
Rank 2
Rank 3

Juggernaut

Grants the Juggernaut status (+40% to all Resistances) if you move twice in a row, directional requirements depend on Trait Level heavy onnly

Rank 1 Juggernaut triggers only if you move in the same direction
Rank 2 Juggernaut triggers if you move in the same direction or at 45 degrees (e.g. if you move right then you can move diagonally up-right or down-right)
Rank 3 Juggernaut triggers on all consecutive moves, regardless of direction

Grenadier

Heavy only

Rank 1 Every second ammo box (blue) drops an extra random grenade
Rank 2 Every ammo box drops an extra random grenade
Rank 3 All grenades deal +50% damage

Armsmaster

Increases all damage output heavy only

Rank 1 +20% damage
Rank 2 +35% damage
Rank 3 +50% damage

Advanced Traits

Advanced Traits require 2 ranks in their prerequisite trait before they can be selected. Each class has access to 8 Advanced Traits, and will be able to ignore the prerequisite trait for one of them.

Badass

Increases the maimum health before overheal (e.g. from Powerups) begins to decay, as well as how long Powerups last Prereq: Tough as Nails 2 OR Marine

Rank 1 Health Decay at 125% HP,
Powerup duration +25%
Rank 2 Health Decay at 150% HP,
Powerup duration +35%
Rank 3 Health Decay at 200% HP,
Powerup duration +50%

Berserker

Prereq: Brute 2 Mmarine only

Rank 1
Rank 2
Rank 3

Gunslinger

Allows you to dual-wield Pistols, Revolvers or SMGs if you have one equipped in both your main and prepared slots, firing both at once. Anny level of this trait will allow you to swap weapons you're dual-wielding for no time cost and reload both at once with the time taken equalling the amount of time it would take to reload each in sequence by using the Alt Reload input (does not work if your main weapon has an alternative reload). Prereq: SoG 2 (Marine/Scout/Technician) or Eagle Eye 2 (Heavy)

Rank 1 -2 Accuracy whenn firing two weapons
Rank 2 Accuracy penalty removed
Rank 3 Reload time halved

Intuition

Tells you what levers do and gives the ability to sense unseen enemies (marking their position with a cross symbol on the field) through walls and eventually shortly outside vision range. Prereq: Eagle Eye 2 (Marine & Technician), Grenadier 2 (Heavy) OR Scout

Rank 1 Sense lever maliciousness (listing them as either Beneficial, Neutral or Dangerous based on their effect),
sense enemies through walls at vision range -2
Rank 2 Sense exact lever effects,
sense enemies through walls at vision range
Rank 3 Sense enemies at vision range +2

Whizkid

Place more mods on gear and make more advanced Template:Assemblies NOTE: With this trait ranged weapons will accept up to 3 mods of a single type (e.g. with Whizkid 2 you could place 3 Power and 2 Bulk mods but not 4+ Power mods); but Melee weapons, Armor and Boots will still only accept 1 mod of each type. Prereq: Skilled 2 OR Technician

Rank 1 Place 3 mods on ranged weapons,
Place 2 mods on Melee weapons, Armor and Boots,
unlock Advanced Assemblies
Rank 2 Place 5 mods on ranged weapons,
Place 3 mods on Melee weapons, Armor and Boots,
unlock Master Assemblies,
Place up to 1 mod on any Assembly
Rank 3 Place 7 mods on ranged weapons,
Place 4 mods on Melee weapons, Armor and Boots,
Place up to 2 mods on any Assembly

Juggler

Speeds up item swapping and item usage. Prereq: Hellrunner 2 (Scout/Technician) OR Armsmaster 2 (Heavy) Not available on Marine

Rank 1 Use melee weapon in your prepared swap if attempt to melee an enemy (walk into them) with a ranged weapon equipped,
swap weapons or equipment 50% faster
Rank 2 Swap weapons instantly
Rank 3 Use items 50% faster

Hoarder

Prereq: Reloader 2 Scout only

Rank 1
Rank 2
Rank 3

Sustained Fire

Each consecutive fire action gains a +2 damage bonus, can stack with repeated fire actions at higher levels Prereq: Son of a Bitch 2 or Heavy

Rank 1 Max damage +2
Rank 2 Max damage +4 (can stack twice)
Rank 3 Max damage +6 (can stack thrice)

Angry Mo-fo

Prereq: TaN 2 Marine only

Rank 1
Rank 2
Rank 3

Army Surplus

Prereq: Iro 2 Marine and Technician only

Rank 1
Rank 2
Rank 3

Blademaster

Scout only

Rank 1
Rank 2
Rank 3

Butcher

Technician only

Rank 1
Rank 2
Rank 3

Shrapnel

Increases explosion radius of explosive weapons and reduces damage falloff of shotguns, as well as eventually granting easier gibbing and bonus damage from the Bleeding status to both weapon types and splash damage immunity Prereq: Reloader 2 Heavy only

Rank 1 Explosion Radius +1,
Shotgun falloff -1%
Rank 2 Explosion Radius +2,
Shotgun falloff -2%,
Splash damage immunity,
2x gib chance for Explosives and Shotguns (damage required to gib halved)
Rank 3 Explosion Radius +3,
Shotgun falloff -3%,
Explosives and Shotguns give 3 seconds of Bleeding on hit (Cannot be self-inflicted)

Ammo Feed

Reduces ammo used by rapid fire weapons (SMGs, Auto Rifles and Rotaries like Template:Chainguns) as long as you target visible enemies when firing. Prereq: Sustained Fire 2 Heavy only

Rank 1 Ammmo used by each volley halved
Rank 2 Each volley costs the same as two individual shots
Rank 3 Each volley costs the same as a single shot

Master Traits

Master Traits are unique to each class. You can only select a single Master trait, and each rank can only be chosen once your character reaches a minimum level: rank 1 at level 6, rank 2 at level 9, and rank 3 at level 12.

Marine

VAMPYRE

Prereq: TaN 2, Bad 1

Rank 1
Rank 2
Rank 3

BULLETSTORM

Prereq: SoB 2, EE 1

Rank 1
Rank 2
Rank 3

ARMY OF THE DEAD

Prereq: Rel 2, Bad 1

Rank 1
Rank 2
Rank 3

AMMOCHAIN

Prereq: SF 1

Rank 1
Rank 2
Rank 3

SURVIVALIST

Prereq: Iro 2, Skl 1

Rank 1
Rank 2
Rank 3

Scout

ASSASSINATE

Prereq: Skl 1, Bru 2

Rank 1
Rank 2
Rank 3

GUN KATA

Prereq: DG 1, HR 1

Rank 1
Rank 2
Rank 3

GUNRUNNER

Prereq: HR 2

Rank 1
Rank 2
Rank 3

SNIPER

Prereq: EE 2, Int 1

Rank 1
Rank 2
Rank 3

GHOST

Prereq: Skl 2, Int 1

Rank 1
Rank 2
Rank 3

Technician

KILLING FLOW

Prereq: Bru 2, HR 2

Rank 1
Rank 2
Rank 3

SHARPSHOOTER

Prereq: SoG 2, EE 2

Rank 1
Rank 2
Rank 3

FIREANGEL

Prereq: Rel 2, Iro 2

Rank 1
Rank 2
Rank 3

ENTRENCHMENT

Prereq: TaN 2, SoB 2

Rank 1
Rank 2
Rank 3

WIZARD

Prereq: WK 2, Skl 2

Rank 1
Rank 2
Rank 3

Heavy

STORMFiRE

Increases the number of shots per volley for SMGs and Auto Rifles ONLY (Rotaries like the Chaingun are excluded). Prereq: Sustained Fire 2, Eagle Eye 1

Rank 1 +2 shots
Rank 2 +3 shots
Rank 3 +4 shots

OVERLOAD

Increases damage and reduces ammo consumption (if it would be more than 1 Cell per shot) of Cell weapons (everything that uses Power Cells as ammo plus the Template:Magrail Rifle, Template:CRI Blaster, Template:Avalanche and Template:Void) Prereq: Armsmaster 2, Tough as Nails 1

Rank 1 +20% damage,
-25% shot cost
Rank 2 +35% damage
Rank 3 +50% damage,
-50% shot cost

BRUTALIZER

Grants area of effect, easier gibbing and higher accuracy to melee attacks Prereq: Brute 2, Juggernaut 1

Rank 1 On melee kill, apply the damage to adjacent enemies
Rank 2 Melee attacks never miss,
Gibbing requirement halved for melee
Rank 3 +25% damage to adjacent enemies

DEATH INCARNATE

Dual-wield Rotary weapons (e.g. Chaingun, Minigun & Hyperblaster) in the same manner as Gunslinger 2 (no accuracy penalty but o reload time bonus). Prereq: Ammo Feed 1, Eagle Eye 1

Rank 1 As above
Rank 2 When Bulwark is active and dual-wielding Rotaries, shoot at the targeted enemy after moving.
Rank 3 Attack-on-move from Level 2 now respects Spool-up and Sustained Fire bonuses


ARMORER

Apply more mods to Melee weapons, Armor and Boots. Bulwark can repair equipped Armor and Boots Prereq: Whizkid 1

Rank 1 Whizkid slot bonus for melee/Armor/Boots doubled (same number of total slots as ranged weapons),
+1 maxmimum mod level (number of mods of the same type allowed) for melee/Armor/Boots,
Activating Bulwark repairs equipped Armor/Boots by 10% of its mmaximum durability
Rank 2 Activating Bulwark repairs equipped Armor/Boots by 20% of its mmaximum durability
Rank 3 +2 maxmimum mod level for melee/Armor/Boots

NNOTE: Having Armorer 3 essentially makes moddinng melee/Armor/Boots the same as modding ranged weapons in terms of how many mods are allowed